示例#1
0
        public static void ExportAreas(string fullPath)
        {
            // create the serialized level
            var sLevels = new Serialized[510];

            for (int i = 0; i < sLevels.Length; i++)
            {
                sLevels[i]          = new Serialized();
                sLevels[i].Layering = Areas[i].Layering;
                sLevels[i].MapNum   = Areas[i].Map;
                var map = Maps[Areas[i].Map];
                sLevels[i].Map          = map;// Add it to serialized level data object
                sLevels[i].TilesetL1    = Tilesets[map.TilesetL1 + 0x20];
                sLevels[i].TilesetL2    = Tilesets[map.TilesetL2 + 0x20];
                sLevels[i].TilesetL3    = Tilesets[map.TilesetL3];
                sLevels[i].TilemapL1    = Tilemaps[map.TilemapL1 + 0x40];
                sLevels[i].TilemapL2    = Tilemaps[map.TilemapL2 + 0x40];
                sLevels[i].TilemapL3    = Tilemaps[map.TilemapL3];
                sLevels[i].CollisionMap = CollisionMaps[map.CollisionMap];
                sLevels[i].NPCs         = Areas[i].NPCObjects;
                sLevels[i].Exits        = Areas[i].ExitTriggers;
                sLevels[i].Events       = Areas[i].EventTriggers;
                sLevels[i].Overlaps     = Areas[i].Overlaps;
            }
            // finally export the serialized levels
            Do.Export(sLevels,
                      fullPath + "\\" + LazyShell.Model.GetFileNameWithoutPath() + " - Areas\\" + "area", "AREA", true);
        }
示例#2
0
        // IO elements
        public static void ExportArea(int index, string fullPath)
        {
            // create the serialized level
            var sLevel = new Serialized();

            sLevel.Layering = Areas[index].Layering;
            sLevel.MapNum   = Areas[index].Map;
            var lMap = Maps[Areas[index].Map];

            sLevel.Map          = lMap;// Add it to serialized level data object
            sLevel.TilesetL1    = Tilesets[lMap.TilesetL1 + 0x20];
            sLevel.TilesetL2    = Tilesets[lMap.TilesetL2 + 0x20];
            sLevel.TilesetL3    = Tilesets[lMap.TilesetL3];
            sLevel.TilemapL1    = Tilemaps[lMap.TilemapL1 + 0x40];
            sLevel.TilemapL2    = Tilemaps[lMap.TilemapL2 + 0x40];
            sLevel.TilemapL3    = Tilemaps[lMap.TilemapL3];
            sLevel.CollisionMap = CollisionMaps[lMap.CollisionMap];
            sLevel.NPCs         = Areas[index].NPCObjects;
            sLevel.Exits        = Areas[index].ExitTriggers;
            sLevel.Events       = Areas[index].EventTriggers;
            sLevel.Overlaps     = Areas[index].Overlaps;
            // finally export the serialized levels
            Do.Export(sLevel, null, fullPath);
        }